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The Mystic Shrines of Crushination

Archive: 26 posts


Hey everyone!

UPDATES:
Expanded powers of Heart Shrine; decreased strength of Water Shrine.
Cosmetic touch-ups!
Tutorial complete!
Plasma death to prevent game end bug during Water Shrine Mass Mighty Crushination.

Version 2:
Menus to resolve getting-stuck issues.
New and improved cutscene-style tutorial.
Timer to force player shrine selection.
AI Mode skill selection: choose between dead, half-dead and normal style.

Version 3:
AI Mode for single playahs or friends who want to smack down some AI.

Version 4:
Score bonuses for activating Mighty Crushination: discover them all!
Score bonus upon defeating other players to emphasise importance of Crushination.

This is my first LBP2 level and therefore my first versus level as well. It's definitely meant for more than 1 player (locally, my friends and I have had a blast) but NOW THERE IS AI IN THE LINKED SOLO/AI MODE! ALL Y'ALL SINGLE PLAYAHS, COME AND CHECK IT OUT (please)! Then find some pals and try it again!

Ezio Auditore encourages you to come AND BE SEARED BY THE MYSTIC FLAMES HE COMMANDS.
http://i2.lbp.me/img/ft/fd270ac43ef98378583b2fba91738b6dc14b81cb.jpg

Oh dear. Heart isn't usually the first to go.
http://i5.lbp.me/img/ft/26516f74acce77b8241430e81301f03cd10e4eca.jpg

Even I don't know what's going on here (but keep mashing!).
http://ia.lbp.me/img/ft/99a5d45d5f26f5e87e7550db0caa64932855bfc0.jpg

I put quite a lot of thought into the description, in-game help and other elements, so I'd rather not say any more here and get a good sense of whether things are clear enough as they exist within the game.

It's my first time doing F4F. I can't guarantee much playtime during the workweek, but on the weekends, I will return the feedback, for sure.

Thanks in advance, guys. The tutorials here have been indispensable.
http://lbp.me/v/ynm-g7
2011-03-07 04:53:00

Author:
Fobstar49
Posts: 75


Great level! No bugs/glitches or anything like that from what I saw. It was really fun with nice visuals! The only suggestions I have are maybe to make the face buttons easier to see since it was a bit dark, and if possible make it so that in single player, the enemies "attacked" as well, so to speak. Probably not with the special moves, though I have a very vague idea of how difficult it would be to make them do anything at all. @_@ So I certainly don't blame you if you don't want to try anything with that, it's just an idea.
The game is great as it is, very unique and definitely deserves more plays! Nicely done!
2011-03-08 08:42:00

Author:
Unknown User


Queued! When a friend comes on i'm all over it!2011-03-08 11:47:00

Author:
FriedGoat
Posts: 102


Thanks, everyone!

DragonInChains, I am definitely trying to develop "AI". I can drop the player bar and raise enemy bars no problem, but it isn't the same without specials. I'll keep y'all posted!
2011-03-08 14:42:00

Author:
Fobstar49
Posts: 75


On list i will play this level when my son leave the freaking Bender Bot then ill leave a review.

Try mines please.. on my sig.. ty in advance.
2011-03-08 15:09:00

Author:
PTdragon
Posts: 176


Queued...I will leave a comment on your profile!!!2011-03-08 17:35:00

Author:
Unknown User


The single player version should be dropped. It is no fun and there is no challenge. I just sat there and pressed a single button over and over till one of the players was dead. Then repeated the same for the other players. I think you will get a lot of nays if you leave it in as is. Level link to something else.2011-03-09 23:58:00

Author:
OrangeTroz
Posts: 90


Ack -- I read your review in the game, too, OrangeTroz. I hadn't really considered putting AI in the solo version before DragonInChains suggested it, and solo mode was meant more to be a showcase/exploration mode, rather than any real sort of game. The (main) level is Versus and ends immediately if a solo player tries to start it, so I just dropped the level-ending mechanic and republished it as a hidden-but-linked solo mode so that people could try out/learn the special moves, look at the visuals and come back with friends (as the shameless tutorial suggests).

When I get AI up and running, I'll republish and make a note here. Until then, I hope you will try the game with a pal, if you're interested. Thanks very much for checking it out, though. I do so fear the Nays.
2011-03-10 06:05:00

Author:
Fobstar49
Posts: 75


I tried you AI version you published. It was better. I wasn't able to beat it. Maybe I wasn't hitting the button fast enough.2011-03-12 09:54:00

Author:
OrangeTroz
Posts: 90


Hey there,

Gave the levels a few tries, and I have to say it's destined for a lot more attention than it gets currently. The concept and the presentation is brilliant, it just has some accessibility issues and lacks polish in some areas that might tick off some younger or more temperamental players.

The tutorial was detailed and informative, but I think a non-interactive one is always the way to go - there are just too many things that can go wrong when you leave it up to the player to progress through the pages. On my first try I managed to land on the edge of the button and before I knew it I was on page 3 and had to go through the whole bunch of them just to restart.

The columns for the four elements were very nicely done, as were the skills and the skill effects. I also think the buttons you have to press should be highlighted more, the stickers on top of the crushinator blocks were barely visible at the start. Creating a holo variant or adding some lights to illuminate them would be a welcome addition.

And - as OrangeTroz said - I can see how this game is lots of fun with 4 players, the single player version seems a bit pointless to me. The AI is much better at spamming buttons (its fingers never tire ) and there's also the problem of some columns being stronger than the others. X always died first, followed shortly by O, and Triangle was simply unbeatable, even by Square. So when you picked triangle, you couldn't lose vs. the AI, in all other cases you couldn't win. It appeared as though the other blocks got pushed down much more with each button press in the case of the middle two columns, and even the rightmost column had a slight disadvantage. Also, when I died in battle vs. the AI-s while the water level was up, I didn't get teleported to the scoreboard, but ended up below the columns with apparently no way to trigger the game ender.

One final thing, which is entirely up to you: spamming a button or two repeatedly to win a game is fine for a match or two, but after that it quickly gets tiresome. I think a "pro" version where you constantly have to change which button input lowers others' blocks or raises yours would result in longer sessions and more returning players. Perhaps adding more buttons (D-pad directions, shoulder buttons) could make it even more exciting and strategic.

All in all, it was fun, and if the few remaining rough edges get some treatment, it has the potential to be a very popular versus game.
2011-03-12 10:55:00

Author:
sny
Posts: 144


Thanks for the feedback, OrangeTroz and sny.

I've had the light comment before, so I'll keep fiddling around with it. LBP2 lighting is finicky!

It looks like AI mode needs a lot more ironing out than I thought! The special abilities (I think) play more balanced with humans, but the AI button-pressing algorithm probably affects abilities differently than I expected. Difficulty may need to be adjustable, too, since I have trouble beating triangle sometimes myself...I will definitely look into all that some more.

About water precluding game-ending -- I didn't see it coming, but it makes perfect sense. Players lose by getting ejected onto spikes, but that won't happen if they're floating (...right?). Thanks for catching the bug! Gas-death it shall be!

Thanks again, guys. This F4F thing is awesome.

EDIT:
I've rewired the AI so that their outputs feed directly into the single-player mechanisms. Still, the green and blue abilities had to be re-balanced for AI because while their "button-mashing" isn't inhumanly fast, it is inhumanly regular (randomiser notwithstanding).

Spikes have been replaced with plasma, so Crushination should definitely result in game end now.

The tutorial I would still like to be player-advanced, but perhaps I'll have another timer to limit page-swaps to 1 per 1.5 seconds or something...? With so much text, it can be excruciating to sit through at the reading speed of the slowest expected player.

As for the button-mashing mechanic, I'm going to stick with it. There's no other way to recapitulate the feeling of each button spelling doom for one specific player and I think deciding when to activate the four powers (and who against!) provides more than enough strategy. I also don't want this to become versus-dance/Block Drop (it's close enough!).

THAT SAID, those four-second cutscenes are perfect opportunities, methinks, for trying out mandated button input sequences. The only question now is whether I want to bother randomising them.
2011-03-13 20:27:00

Author:
Fobstar49
Posts: 75


I think i have already played your level, but cant remember what i rated, so i'll play it again today and leave feedback by tommorow 2011-03-17 15:00:00

Author:
Blanchrocker
Posts: 142


Queued it! ill leave a review in the game
F4F-https://lbpcentral.lbp-hub.com/index.php?t=53106-MindSmasher&p=807138#post807138
2011-03-17 18:52:00

Author:
matt54123
Posts: 38


i queue your level

please feedback my level?

https://lbpcentral.lbp-hub.com/index.php?t=53239-lizard-race-demo
2011-03-21 03:15:00

Author:
KRX
Posts: 110


Hey KRX,

Thanks for playing. The tutorial is being looked into and you can expect improvements on that front, for sure.

You have been queued up, sir.
2011-03-21 05:42:00

Author:
Fobstar49
Posts: 75


Hey mugoop I played your level a few times.

I like the concept of the level and I think it will make for some good frantic gameplay with 4 players. Also the Mighty Crushination and Mass Mighty Crushination powers are cool.

I have some suggestions.

You could really make use of a menu system . The whole lobby/help area looks messy and is also prone to faults/nuisances. You should`nt use a button for the help. mostly because you`re gonna have more than one player and it`s gonna be a challenge to watch the help properly because someone is going to press the button prematurely. The help should be controlled by 1 person or not controlled by anybody. Just tiggered once and then you just have to watch the whole thing.

also I think you should automatically place players in controllinators behind the scenes so to speak. It takes a while for people to realize where they have to go, especially if they did`nt read the help properly. also how it is now if a player does`nt go in a controllinator it will stop the whole game for everyone. Maybe the person is lagged out but still in the level or perhaps just simply being an *******...

On the start of the game the triangle sticker is hidden by the scores. maybe move some things around, but I think you should just use something more visible than stickers.

also as for the gameplay I think you should make a system where the buttons that have to be pressed get shuffled trough the columns randomly. This will keep the gameplay a little bit more interesting.
2011-03-21 09:15:00

Author:
Unknown User


Thanks for the feedback, ConvStation.

Your comment about the help was...well, very helpful! I'd wanted players to be able to advance the help if they read fast, but perhaps have one player in a controllinator control it? In retrospect (and others have brought this up), the button was quite a stupid idea. And...if I have one player in a controllinator, they might as well be hidden by a wall with a menu on it. Zing! A big project, but I will explore it.

Behind-the-scenes controllinator assignment seems very complicated to me, but I will look at that, too. I suppose it could also be menu-based?

I am currently working on making the buttons more visible (mostly just a hologram before the game begins, methinks).

Gameplay-wise, I...'m pretty sure I'm going to keep it the way it is. The way I (and most people should?) play, all buttons get mashed and it should hardly matter who's who except for skill targeting, and in that sense, shuffling causes undue confusion. Or maybe it's good confusion? I'll mull over it.

Again, I appreciate the in-depth feedback. Glad you had fun (you did, right?)!

EDIT: *sob* You're (all) right, I'm starting to work on a menu and it is totally the way to go. I don't know how I could have been so blind. It gives a good, professional impression, prevents all sorts of getting stuck/being slow/being confused hijinks, and can STILL be thematic and visually interesting.
2011-03-21 13:15:00

Author:
Fobstar49
Posts: 75


Cool level. Like other people have mentioned, the instructions might be easier if they were controlled by one person. Maybe just place a section on the left side for the instructions/start menu? It would be good to make the entry points stand out more as well. I think it would be nice to have the 1 player game move at a slower pace. It would be most useful to use it as a practice level instead of a full speed battle. That way people could get a better handle on how the game is played. Just an idea.

Jeff
2011-03-28 01:42:00

Author:
jedijeff
Posts: 33


Thanks jedijeff.

I've actually just finished making a menu for the level. This will overhaul all that shrine-jumping tutorial-skipping nonsense. Mayhaps there will be an option for AI difficulty? I will definitely give that another think.

After I program a new tutorial, version 2 (I think I've pretty much doubled my effort-hours with this menu biznazz...) shall be released!

Thanks again for playing and the feedback.
2011-03-28 13:28:00

Author:
Fobstar49
Posts: 75


Hey, thanks foryour feedback! I really liked this level, even if I was awful at it... I got a bit confused trying to figure out where to sit so I could start, but I think that was me being a bit dense. Otherwise, a great idea and I loved the inclusion of an AI level 2011-03-28 19:01:00

Author:
spitfire842
Posts: 22


And thank you for playing, spitfire.

Great things are (slowly) happening, so hopefully you'll try it again then.

Simon's Cat is looking better all the time!
2011-03-29 03:28:00

Author:
Fobstar49
Posts: 75


Hello everyone!

I have published version 2 of the Mystic Shrines of Crushination. Same gameplay flavour, but hopefully a much, much better overall user experience. Feedback and comments are most welcome, as always.
2011-04-04 05:37:00

Author:
Fobstar49
Posts: 75


AYO! Finally got to play this one. The AI mode inclusion was LOVELY. The menu system was fab and worked wonders, loved the little tutorial. I tried with some friends and twas quite fun! But when I did AI I mode, I was TERRIBLY confused so many thing were going on when I didn't even press any buttons. D: But that's probably my slowness not understanding what was going on. :] Loved the level's versus friendliness! Hope to see more!

Yayed!

F4F: Mind helping me out too in my level here (https://lbpcentral.lbp-hub.com/index.php?t=52127-Ivory-Tower-The-Cascading-Spire) mate? :]
2011-04-10 16:32:00

Author:
Noroibito
Posts: 211


As promised.

Firstly, I played the AI version as I don't tend to play with people online. Here's my feedback:

- As far as I can tell, no bugs present in the mini game.
- Love the menu style. Activating it with Sackboy is really simple and clever. And I like the things that pop up when selecting an item, especially in the tutorial.
- Lighting has already been mentioned but it does get a little hard to tell what's going on. Too bright for my tastes when it gets hectic, although that may fit the hectic end to the game
- AI seemed fairly clever to me, maybe a little too hard.
- Maybe some camera movement when playing the game would work nicely. A subtle, slow up and down movement to make the action seem less static. or a low (5%) camera shake when you're nearly crushed perhaps.
- I wasn't sure if I won or not. Maybe it's me being a muppet but some kind of obvious indication wouldn't go amiss.

Nice mini-game.
2011-04-19 18:35:00

Author:
faulky
Posts: 80


Hey Faulky,

Thanks for your feedback! You're a quick one.

Did you try one of the lower skill levels (was it even clear there were multiple skill levels available?)?

I have wondered about the game looking too bland with nothing but the bright button-press-spawnages. Your idea about camera angles may be just the ticket. I will consider adding it for danger-status, though I wonder if it's too much, in addition to the alarm and red hologram?

As for victory -- everybody wins! Actually, they don't, but I hadn't even thought about differentiating between people winning and losing when they finish. I will have to mull over how to implement this.

Your help is much appreciated, mate!
2011-04-19 20:24:00

Author:
Fobstar49
Posts: 75


Did you try one of the lower skill levels (was it even clear there were multiple skill levels available?)?

I have wondered about the game looking too bland with nothing but the bright button-press-spawnages. Your idea about camera angles may be just the ticket. I will consider adding it for danger-status, though I wonder if it's too much, in addition to the alarm and red hologram?



Didn't see the skill levels sorry. My bad.

I didn't mean to say it looked bland, but I meant that once the game is in motion there is only one view that doesn't change. maybe it'll be too much going on - who knows.




Your help is much appreciated, mate!



No worries. Thanks for your feedback too.
2011-04-19 21:28:00

Author:
faulky
Posts: 80


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